Post 270455 by satchmoz@mastodon.sdf.org
(DIR) More posts by satchmoz@mastodon.sdf.org
(DIR) Post #270450 by satchmoz@mastodon.sdf.org
2018-09-27T15:29:15Z
0 likes, 0 repeats
I still daydream of building my own ideal D&D variant one day. But then again don't we all? #rpg
(DIR) Post #270451 by maiki@mastodon.sdf.org
2018-09-27T16:50:37Z
0 likes, 0 repeats
@satchmoz live the #daydream with me! What parts of D&D do you like and dislike?
(DIR) Post #270452 by satchmoz@mastodon.sdf.org
2018-09-27T17:15:35Z
0 likes, 0 repeats
@maiki My opinions on this fluctuate a bit, but as of today: The pages and pages of spells are a big burden on play and with my boyfriends group I regularly see them struggle with it at character advancement. Like I can tell them more or less what "Color Splash" does because ive seen it crop up so many times across editions or variants...
(DIR) Post #270453 by satchmoz@mastodon.sdf.org
2018-09-27T17:15:42Z
0 likes, 0 repeats
@maiki ...but if your a wizard in D&D and your advancing; you have to flip to your class page, discover what level spell your learning, flip to your wizard spell list, find a spell you might be interested in, and then look it up int the alphabetical list of spells to decide if you like it.
(DIR) Post #270454 by satchmoz@mastodon.sdf.org
2018-09-27T17:16:27Z
0 likes, 0 repeats
@maiki I'd much rather chuck D&D spell casting and replace it with something more freeform that requires less real life spell book memorization.
(DIR) Post #270455 by satchmoz@mastodon.sdf.org
2018-09-27T17:17:18Z
0 likes, 0 repeats
@maiki Ive also grown fond of systems where you don't have to roll twice for every combat action. (Attack and damage) but instead use threshhold of success to determine damage.
(DIR) Post #270456 by satchmoz@mastodon.sdf.org
2018-09-27T17:18:30Z
0 likes, 0 repeats
@maiki Never found a variation of D&D where non-lethal combat wasn't mechanically awkward. (Everyone who learns D&D in front of me wants to do an "action movie" knock out of somebody from behind after stealthing up and I almost always have to house rule it.)
(DIR) Post #270457 by satchmoz@mastodon.sdf.org
2018-09-27T17:19:42Z
0 likes, 0 repeats
@maiki I'd also really like to see a D&D ship with a more naturalistic bestiary. Less about monsters being evil but about being wild ecologies with violence being only one possible out of a spectrum of resolutions.
(DIR) Post #270458 by satchmoz@mastodon.sdf.org
2018-09-27T17:20:02Z
0 likes, 0 repeats
@maiki Advancement for accomplishing goals instead of killing set amounts of dangerous things.
(DIR) Post #270459 by maiki@mastodon.sdf.org
2018-09-27T17:59:58Z
0 likes, 0 repeats
@satchmoz that's an easy one, and there are a lot of examples to snatch.I wanted to mention I'd love to make a mud where XP was as much gold as you get back to the surface. Maybe make character improvement solely eq based.
(DIR) Post #270460 by satchmoz@mastodon.sdf.org
2018-09-27T18:02:08Z
0 likes, 0 repeats
@maiki I played a scifi space-operay game where players actually listed short term and long term goals, and got XP for advancing or accomplishing them. No good for a mud but would be the version id have in mind for ripping off, off the top of my head.
(DIR) Post #270461 by tomasino@mastodon.sdf.org
2018-09-28T12:45:07Z
0 likes, 0 repeats
@satchmoz @maiki I do scene based XP work peer reward. I award points for role play and the table can award points to each other, though not themselves, each game. There's no XP per monster in my stuff at all.